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Trunks (Xeno) card abilities.

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Braking

He/Him
3,798
2,200
this is my First Crt. hope yall enjoy

Now lets start with the Xeno Cards.


Xeno Trunks (Base)

SH1-09.png


1A.
Clear Mind

Win the Power Level Battle Phase to increase enemy team CI speed. Repeatable.
=
Probability Manipulation

1B.
Shield Break

When Special Move is activated, damage to the enemy can be increased.
A super burst reduces the damage reduction effect of the attacked enemy by 50%. [every time]
=
Damage Reduction And Limited Damage Reduction Negation

2A.
Deposition calm unit
Slightly slow the charge impact speed of your entire team. Permanent
=
Passive Probability Manipulation

2B.
Ability to trust my best friend
Disable the effect of changing the charge impact speed.
In addition, if you have "Son Goten: Zeno" in your group, then the power of your "Son Goten: Xeno" + 3000. Permanent
=
Passive Probability Manipulation Negation And Damage Reduction (When with Xeno Goten)

3A.
Elite lucky unit
Slightly lower the charge impact speed of unit members, and increase the probability of occurrence of Miracle Perfect. Permanent
=
Passive Probability Manipulation

3B.
Preparedness of death
At the start of the round, if your team's HP is less than 10%, the damage to the enemy is tripled. Permanent
=
Damage Boost

4A.
Warrior unit to protect Space - Time
Restore all enemy team powers and guards to their initial values. Permanent
=
Passive Statistics Amplification Negation

4B.
Determined Triple Attack
When an attacker from R2 onward, perform a Triple Attack with 2 partners during your Attack Phase. Additionally, permanent -50% to attacked enemy PWR and GRD under Super Triple effect. Once only.
=
Statistics Reduction (requires 2 allies)

5A.
Protector of Time
When own team's Hero Energy is destroyed, permanent -50% to enemy team DMG reduction at the end of the current round. Repeatable.
=
Damage Reduction

5B.
Defensive Stance
When an enemy attacks, -50% to DMG taken by own team for the round. Once only.
=
Damage reduction

6A.
Sonic Smash
When performing a Super Attack, deal increased DMG to enemy. Achieve MAX Super Burst to enter Awoken Burst Mode & increase DMG. Greatly increase attacked enemy CI speed (permanent). Repeatable.
=
Passive Probability Manipulation And Damage Boost

6B.
Fusion
Fuse with partner from R2 onward for 2x PWR LV & to completely recover STA every round.
Additionally, greatly increase chance of a Miracle Perfect (permanent).
=
Passive Probability Manipulation, Statistics Amplification And Passive Stamina Restoration. (Requires Fusion)

7A.
Time Patrol
At the start of Round 2, return all allies' CI speed to its initial value and cancel all effects altering their CI speed. Permanent.
=
Passive Probability Negation

7B.
Hero Sealer Unit
Reduce GRD of enemy Hero types to 1. Permanent.
=
Statistics reduction

8A.
Sealed freeze attack
If a Enemy attacks after the second round, it enters random freeze mode at the time of the attack of the enemy team. If successful, you prevent one enemy's attack and damage the enemy, and the enemy's Miracle Perfect will not occur permanently. [One time only]
=
Summons Chronoa + Probability Manipulation Negation.

8B.
Ability brains
If you win a battle battle, increase the charge impact speed of all the enemy teams. [every time]
=
Passive Probability Manipulation

9A.
Ultimate guard up
At the start of the third round, my guard increased by +3000. [Permanent]
=
Damage Reduction

9B.
Straight and double
If you attack an Enemy when a special move can be activated, you attack the locked-on enemy and deal extremely powerful energy damage. [One time only]
=
Damage Boost

10A.
Space-time transfer Explosive gunfire slash
If you unite with a group member that you summoned by space-time transfer, you can increase the damage to the enemy when Special Move is activated.
When you have a hero avatar in your team, if you attack the enemy after the second round, Son Gohan: Xeno transfers space-time and merges, and deals a great deal of damage with its Special Move "Explosion Cannon Fire Slash". [One time only]
=
Statistics Amplification and Summoning (Xeno Gohan)

10B.
Unforgettable mind
At the end of the second round, his team HP recovers by 2000.
=
Healing

11A.
Defense instructions
As a supporter, hit the link line to your friends. Reduce the damage that your friends receive by 30%. [every time]
=
Damage Reduction

11B.
Ability surprise
If you win a battle, attack with the enemy's guard and damage reduction effects disabled. [every time]
=
Durability Negation and Damage Reduction Negation

12A.
Determination for the future
At the end of the third round, your power is increased by the number of hero energy of your team.
=
Damage Boost

12B.
Fast key sword lock
Activated when the enemy team is 5 or more and you make it an attacker. Attacks the selected enemy and permanently increases the charge impact speed of that enemy. In addition, a successful seal will prevent all abilities of that enemy from being activated during the next round. [One time only]
=
Probability manipulation and Power nullification

13A.
Guard capsule

When deciding the strategy for the second and subsequent rounds, you can throw the capsule into the strategy area of your team or the enemy team. [One-time only]
[Own team effect] The guards of allies are permanently increased by 1500.
[Enemy team effect] The enemy's guard is permanently reduced by 1500.
=
Statistics Amplification And Reduction

13B.
Those Who Protect History
Combat Power At the end of the battle, if the combat power is higher than the enemy team, the charge impact speed of all enemy attackers will be super fast only in that round. If the fighting power is lower than that of the enemy team, the charge impact speed of all fellow attackers will return to the initial value only in that round, and the effect of changing the charge impact speed will be nullified. [every time]
=
Probability Manipulation and Negation

14A.
Fast blow
When the Special Move is activated, the damage done to the enemy can be increased. When you reach the super burst MAX, you can enter the awakening burst mode and further increase the damage. It also makes the charge impact speed of the attacking enemy permanent and super fast. [every time]
=
Damage Boost And Passive Probability Manipulation

14B.
The Miracle Of Friend Ship
Activated when you make a supporter and hit a link line to your friends. Fully restore the energy of allies. [One time only]
=
Restore Stamina

15A.
Deadly Super Bullet

If you make an attacker after the 4th round, you will enter sparking mode at the end of your team's attack. Winning Sparking Mode will do super damage to your enemies. In addition, super-sparking quadruples the damage. [One time only]
=
Damage Boost

15B.
Neutralization Attack
If you make it an attacker when you can activate a special move, it will attack the locked-on enemy and set the power of that enemy to 1. [One time only]
=
Statistics Reduction

16A.
Strong Protection
If you win with charge impact, the damage reduction effect will increase. However, it does not exceed 90%. [every time]
=
Damage Reduction

16B.
High voltage
If you make it an attacker, you will halve the damage your team receives in that round. [Limited to 1 round]
=
Damage Reduction

17A.
Quiet Anger
At the start of the round, if your team's HP is 50% or less, you will fully recover your energy. [every time]
=
Passive Stamina Recovery





Pretty Sure im done with Base xeno trunks cards that i can find now lets do the Super Sayian Xeno trunks Cards. Note: the unit abilities needs 2 allies.


Super Sayian Trunks (Xeno)

SH4-49.png


1A.
Outburst fighting spirit
At the beginning of the third round, he fully recovers his energy.
=
Stamina Recovery

1B.
Cut one sword
If you make it an attacker when you can activate a special move, it will attack the locked-on enemy and inflict super-powerful power damage. [One time only]
=
Damage Boost

2A.
Great opportunity
Combat Power In each battle, the power and guard of allies with less than 100 guards are increased by +5000, and the charge impact speed is slowed down. [Limited to 1 round]
=
Probability Manipulation and Statistics Amplification

2B.
Efficient tactics
If you activate the Ultimate Unit, your team's H Energy +2 before the strategy is decided. [every time]
=
Energy Recovery (Possibly needs 2 allies)

3A.

Super Energy Of Destruction
If you make it an attacker after the second round, you will enter super energy mode when your team attacks. Causes great damage to enemies with a bullet. The more H energy your team has, the more damage you get. If it succeeds, the enemy team's H Energy-2. [One time only]
=
Damage Boost And Energy Reduction

3B.
True Ability
At the beginning of the third round, your power and guard are permanently doubled.
=
Statistics Amplification

4A.
A Stepping Stone To Defence
If you make it an attacker when the Special Move can be activated, it will attack the locked-on enemy and reduce the Special Move damage of that enemy by 50%. [One time only]
=
Damage Reduction

4B.
Guardian of Time
When your team has a hero avatar, if you make it an attacker after the second round, it will transfer the god of time in space-time, cause great damage, and reduce the hero energy of the enemy team by -2. Furthermore, when the HP of the enemy team is 50% or more, the damage is increased by 1.5 times. [One time only]
=
Summons Chronoa + Energy Reduction and Damage Boost

5A.
Power to Be Pulled Down
In the second round, your fighting power will increase 1.5 times. [Permanent]
=
Passive Statistics Amplification

5B.
Power damage invalid unit
All of your team will not be damaged by the attack. [Permanent]
=
Passive Damage Negation? (Requires 2 Allies)

6A.
Out Burst Fighting Spirit
At the beginning of the third round, he fully recovers his energy
=
Stamina Recovery

6B.
Special Power
At the start of the round, if your team's HP is 50% or less, your power will double. [Permanent]
=
Passive Statistics Amplification

7A.
Power to overcome adversity
If your friends' energy is in a pinch before the strategy is decided, you will fully recover your energy. [every time]
=
Passive Stamina Recovery

Now onto the ssj3 Cards

Super Saiyan 3 Trunks (Xeno)

SH4-50.png


1A.
Sedation attack
If you make it an attacker when you can activate a special move, it will attack the locked-on enemy.
In addition, only this round will reduce the damage done by that enemy. [One time only]
=
Damage Reduction

1B.
Shinryu: Protective wishes
If you make it an attacker after the second round, you will enter Shinryu mode when your team attacks. You can ask Shinryu to recover his physical strength or energy. When the power of wishes is maximized, the guards of all of your team are permanent and +2000. [One time only]
=
Summons Shenron (Statistics Recovery or Amplification)

2A.
Resurrection Unit
When KO'd by an enemy team's attack, "Resurrection Chance" is activated. If the input is successful, it will be restored on HP1000.
=
Resurrection (requires 2 allies)

2B.
High-speed buttobi swing
If you make an attacker after the second round, you will enter the swing mode at the end of your team's attack. The more you turn it, the more damage it will do, and if it succeeds, it will blow the enemy. If you break through the limit, the charge impact speed of the enemy will be permanent and faster. [One time only]
=
Probability Manipulation and BFR (Swing Mode)

3A.
Intelligent God Bird
Activated when you make a supporter and hit a friend with a toki toki line.
Instead of being unable to participate in collaborative attacks only in that round, the perfect area for attack charge impact expands. In addition, a perfect victory will permanently slow down the charge impact speed of your allies. [One time only]
=
Probability Manipulation

3B.
Single-minded sense of justice
When attacked, the damage of normal moves and special moves that exceed 6000 damage is reduced to 0. Furthermore, if you are attacked by an enemy with a power of 15,000 or more, the effect will increase. [every time]
=
Passive Damage Reduction

4A.
Come Battle (i think thats the name of it)
Only in the 3rd round, your power, guard and combat power will be increased by 1.5 times.
=
Statistics Amplification

4B.
Danger Detection
If your team's HP is 50% or less at the start of the round, the damage to your team will be reduced by 50%. [Permanent]
=
Passive Damage Reduction

Now the SSG Cards

Super Sayian God Trunks (Xeno)

UM12-052.png


1A.
Sanctuary Key Sword Lock
Activated when the enemy team is 5 or more and you make it an attacker. Attacks the selected enemy and permanently sets the enemy's guard to 1. In addition, a successful seal will prevent all abilities of that enemy from being activated during the next round. [One time only] [Only one key sword lock can be activated by a team]
=
Power Null and Statistics reduction (Keysword)

1B.
Guiding Light
Combat Power as an Attacker At the end of the battle, when the total power of enemy attackers is higher than the total power of fellow attackers, the damage dealt by all enemies in that round is reduced by 25%, and the energy of all of your team is restored. [every time]
=
Stamina Recovery And Damage Reduction

2A.
Intense Pressure
Combat Power At the end of the battle, if the enemy team's combat power is 10,000 or more, the charge impact speed of all enemy teams is increased. [every time]
=
Passive Probability Manipulation

2B.
Heart To protect Friends
When the strategy is decided as an attacker, if the number of fellow attackers is 3 or less, the damage received by all fellow attackers in that round is reduced by 30%. [every time]
=
Passive Damage Reduction

3A.
Extreme V Ability
At the beginning of the second round, he fully recovers his energy.
=
Stamina Recovery

3B.
Clever Tricks
Combat power made into an attacker At the end of the battle, if the number of fellow attackers is less than that of the enemy attacker, the power of all the enemy teams will be -5000 and the damage done will be weaker only in that round. [One time only]
=
Damage Reduction and Statistics reduction

Now for the dbz Cards -

UM5-020.png


1A.
Swordfighter From The Future
When you attack the Enemy, if you win with charge impact, power +1000. [every time]
=
Passive Statistics Amplification

1B.
Warrior who protects the future
The attack will prevent you from taking power damage. [Permanent]
=
Passive Damage Negation

2A.
Sense Of Fighting
At the end of the round, your power +1500. [every time]
=
Passive Statistics Amplification

2B.
Super Warrior Breaking the Limit
When your team's HP is 50% or less at the time of your attack, the damage done to the enemy with a special move +3000. [every time]
=
Passive Statistics Amplification

3A.
The price of breaking through the limit
At the start of the second round, when your team's HP is 50% or more, instead of reducing your team's HP by 1000, your power and guard will be tripled permanently.
=
Statistics Amplification

3B.
Guardian of the Earth
At the start of the battle, your team's HP will increase by 1000. Furthermore, the more friends who have the same ability, the better the effect.
=
Healing

4A.
The future of despair
At the beginning of the battle, your charge impact speed will increase, but your miracle perfection rate will increase. Furthermore, the more friends with the same ability, the better the effect. [Permanent]
=
Probability Manipulation

4B.
Will of iron
The attack will prevent you from taking power damage. [Permanent]
=
Passive Stamina reduction negation

5A.
Destron gas neutralizing capsule
At the start of the battle, your team's HP will increase by 1000. It also negates the effect of the enemy team's "Destron gas device".
=
Passive Healing and Healing Negation?

5B.
Unyielding strength
At the end of the round, if your team has less HP than the enemy team, you will recover your energy. [every time]
=
Passive Stamina Recovery

6A.
Results of training
The amount of energy recovered when you become a supporter is doubled. [Permanent]
=
Passive Energy recovery Boost

ok i am done.

the reason why this was short because almost all the abilities were just the same and there was a shit load of cards.

Agreed:1 (@The_Axiom_of_Virgo )
Disagreed:
Neutral:
 
Last edited:
Corrections
Base
1B. Damage Boost, not Damage Reduction
2A. A Unit, so not passive, and he needs two allies.
2B. Not Damage Reduction, Xeno Goten gets Statistics Amplification.
3A. A Unit, so not passive, and he needs two allies.
4A. A Unit, so not passive, and he needs two allies.
5A. Reduces the enemy's Damage Reduction.
6A. Not passive.
6B. Just want to make clear that the ability is only passive while Trunks is fused with someone.
7B. A Unit, so not passive, and he needs two allies.
9A. Statistics Amplification, not Damage Reduction.
9B. This is boosting his Stamina damage, not the damage itself.
12A. Statistics Amplification, not Damage Boost.
14A. Not passive.

Super Saiyan
1B. Boosts his Stamina damage, not the damage itself.
2B. It does.
5B. Protects them from Stamina damage, not the damage itself.

Super Saiyan 3
1B. The wish is for either Healing or Stamina Recovery, either gives Statistics Amplification as a bonus.

DBZ
1B. This protects him from Stamina damage, not the damage itself.
2B. Damage Boost, not Statistics Amplification.
5A. "Destron Gas Device" is an ability that Power Nulls, this ability prevents that ability from activating.
 
Last edited:
Corrections
Base
1B. Damage Boost, not Damage Reduction
2A. A Unit, so not passive, and he needs two allies.
2B. Not Damage Reduction, Xeno Goten gets Statistics Amplification.
3A. A Unit, so not passive, and he needs two allies.
4A. A Unit, so not passive, and he needs two allies.
5A. Reduces the enemy's Damage Reduction.
6A. Not passive.
6B. Just want to make clear that the ability is only passive while Trunks is fused with someone.
7B. A Unit, so not passive, and he needs two allies.
9A. Statistics Amplification, not Damage Reduction.
9B. This is boosting his Stamina damage, not the damage itself.
12A. Statistics Amplification, not Damage Boost.
14A. Not passive.

Super Saiyan
1B. Boosts his Stamina damage, not the damage itself.
2B. It does.
5B. Protects them from Stamina damage, not the damage itself.

Super Saiyan 3
1B. The wish is for either Healing or Stamina Recovery, either gives Statistics Amplification as a bonus.

Super Saiyan God
1B. This protects him from Stamina damage, not the damage itself.
2B. Damage Boost, not Statistics Amplification.
5A. "Destron Gas Device" is an ability that Power Nulls, this ability prevents that ability from activating.
thanks so much this was the first time i did this so i hope you understand
 
Consider everything that I didn't comment on to be accepted.
that means:

Summoning (Shenron, Xeno Gohan, Chronoa)
Passive Probability Manipulation
Damage Boost
Passive Damage Reduction
Passive Probability Negation
Passive Statistics Amplification
Healing
Durability Negation
Damage Reduction Negation
Statistics Reduction
Passive Stamina Recovery
Energy Recovery (Requires 2 Allies)
Energy Reduction
Resistant to Stamina Reduction (Requires 2 Allies)
Resurrection (needs 2 allies)
BFR
Passive Stamina Reduction Negation
Power Nullification
Passive energy Recovery Boost.


This is what you accepted?
 
As usual, Dominodalek seems to have made a good evaluation above.
 
I suppose so. Tell me here when you are done, and everybody really need to be careful to maintain proper grammar when editing the wiki.
 
Last edited:
that means:

Summoning (Shenron, Xeno Gohan, Chronoa)
Passive Probability Manipulation
Damage Boost
Passive Damage Reduction
Passive Probability Negation
Passive Statistics Amplification
Healing
Durability Negation
Damage Reduction Negation
Statistics Reduction
Passive Stamina Recovery
Energy Recovery (Requires 2 Allies)
Energy Reduction
Resistant to Stamina Reduction (Requires 2 Allies)
Resurrection (needs 2 allies)
BFR
Passive Stamina Reduction Negation
Power Nullification
Passive energy Recovery Boost.


This is what you accepted?
Brak can you summerize what ability got accepted, also what form they belong to
 
I'd like to point out and suggest a couple things

1. Neglected Things

All Base Form


4A.
Warrior unit to protect Space - Time

Restore all enemy team powers and guards to their initial values. Permanent

Statistics Amplification Negation (2 allies)

9A.
Ultimate guard up

At the start of the third round, my guard increased by +3000. [Permanent]

Passive Statistics Amplification

15B.
Neutralization Attack

If you make it an attacker when you can activate a special move, it will attack the locked-on enemy and set the power of that enemy to 1. [One time only]

Statistics Reduction to 1/bare minimum

16A.
Strong Protection

If you win with charge impact, the damage reduction effect will increase. However, it does not exceed 90%. [every time]

Damage Reduction up to 90%

16B.
High voltage
If you make it an attacker, you will halve the damage your team receives in that round. [Limited to 1 round]
Passive Damage Reduction

3B.
Guardian of the Earth
At the start of the battle, your team's HP will increase by 1000. Furthermore, the more friends who have the same ability, the better the effect.
Passive Healing


2. Errors


Damage Reduction is mentioned twice in Heroes Trunks' Base Key


3. New Images

There is a difference in clothing/design of Xenoverse Trunks and Xeno Trunks so just to open up a way for separation and not confuse the two

We need images for:
Xenoverse Trunks: Base and Super Saiyan

and Xeno Trunks: Base, Super Saiyan 1-3 and God
 
There is a difference in clothing/design of Xenoverse Trunks and Xeno Trunks so just to open up a way for separation and not confuse the two
Just to clarify, Xeno Trunks has worn three different sets of clothes in Heroes, including the Xenoverse outfit.
 
Just to clarify, Xeno Trunks has worn three different sets of clothes in Heroes, including the Xenoverse outfit.
True
But his more Iconic look is the full black suit and the long purple hair, for Heroes
Well, if you go by the anime and manga and most of the cards
 
True
But his more Iconic look is the full black suit and the long purple hair, for Heroes
Well, if you go by the anime and manga and most of the cards
He definitely wore the black suit the most, since he had it for two arcs (three years in real-time) which also encompassed the majority of his manga appearances, but he still had his Xenoverse appearance for a while, and it frequently received new cards all the way up until he switched to his current outfit last year.
 
Statistics Amplification Negation (2 allies)
Passive Statistics Amplification
Statistics Reduction to 1/bare minimum
Damage Reduction up to 90%
Passive Damage Reduction
Passive Healing
Viet, since Domino already been informed, these can be added to the base profile
 
So should I close the profile page and this thread now?
 
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